These rules are quite fast paced, generic (no fixed background), allowing to represent all kinds of fantasy settings, with some interesting concepts:
Ranges
Ranges are measured with three differently sized measuring sticks, or in multiple of these.
Stats & Special Rules
Stats are quite simple, only Combat and Quality. All other distinctions between models are done by assigning them Special Rules, that provide them certain abilities or flaws.
With assigning special rules, you can also tailor your forces to represent a specific fantasy setting.
Activation
This is really interesting. You activate all your models, until game passes to your opponent, which happens on two activation fails. To activate, you roll dice and need to score equal to or higher that your Quality stat, like 3+ or 4+. Your decide to use 1d6, 2d6 or 3d6, resulting in potentially up to 3 activations – but when you roll two or more fails, play passes to your opponent and your turn ends. So you always gamble a bit, but can risk at pivotal moments to go for three activations… and sometimes you just have bad luck, rolling only 2d6 vs Q2+ and rolling snake-eyes… Always rolling 1d6 is save, the worst can happen the model has 0 activations, but you can continue with your next model. But that is slow and no fun.
This activation gambling keeps the game always intense and unpredicatble. You also need to prioritize which models to activate first; the later in the turn you activate a model, the higher the chance a model before rolled the turn over.